1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/scalpel/scalpel_map.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Scalpel {
// Walk speeds
#define MWALK_SPEED 2
#define XWALK_SPEED 4
#define YWALK_SPEED 1
/*----------------------------------------------------------------*/
void ScalpelPerson::adjustSprite() {
Map &map = *_vm->_map;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
if (_type == INVALID || (_type == CHARACTER && scene._animating))
return;
if (!talk._talkCounter && _type == CHARACTER && _walkCount) {
// Handle active movement for the sprite
_position += _delta;
--_walkCount;
if (!_walkCount) {
// If there any points left for the character to walk to along the
// route to a destination, then move to the next point
if (!people[HOLMES]._walkTo.empty()) {
_walkDest = people[HOLMES]._walkTo.pop();
setWalking();
} else {
gotoStand();
}
}
}
if (_type == CHARACTER && !map._active) {
if ((_position.y / FIXED_INT_MULTIPLIER) > LOWER_LIMIT) {
_position.y = LOWER_LIMIT * FIXED_INT_MULTIPLIER;
gotoStand();
}
if ((_position.y / FIXED_INT_MULTIPLIER) < UPPER_LIMIT) {
_position.y = UPPER_LIMIT * FIXED_INT_MULTIPLIER;
gotoStand();
}
if ((_position.x / FIXED_INT_MULTIPLIER) < LEFT_LIMIT) {
_position.x = LEFT_LIMIT * FIXED_INT_MULTIPLIER;
gotoStand();
}
if ((_position.x / FIXED_INT_MULTIPLIER) > RIGHT_LIMIT) {
_position.x = RIGHT_LIMIT * FIXED_INT_MULTIPLIER;
gotoStand();
}
} else if (!map._active) {
_position.y = CLIP((int)_position.y, (int)UPPER_LIMIT, (int)LOWER_LIMIT);
_position.x = CLIP((int)_position.x, (int)LEFT_LIMIT, (int)RIGHT_LIMIT);
}
if (!map._active || (map._frameChangeFlag = !map._frameChangeFlag))
++_frameNumber;
if (_frameNumber >= (int)_walkSequences[_sequenceNumber]._sequences.size() ||
_walkSequences[_sequenceNumber][_frameNumber] == 0) {
switch (_sequenceNumber) {
case STOP_UP:
case STOP_DOWN:
case STOP_LEFT:
case STOP_RIGHT:
case STOP_UPRIGHT:
case STOP_UPLEFT:
case STOP_DOWNRIGHT:
case STOP_DOWNLEFT:
// We're in a stop sequence, so reset back to the last frame, so
// the character is shown as standing still
--_frameNumber;
break;
default:
// Move 1 past the first frame - we need to compensate, since we
// already passed the frame increment
_frameNumber = 1;
break;
}
}
// Update the _imageFrame to point to the new frame's image
setImageFrame();
// Check to see if character has entered an exit zone
if (!_walkCount && scene._walkedInScene && scene._goToScene == -1) {
Common::Rect charRect(_position.x / FIXED_INT_MULTIPLIER - 5, _position.y / FIXED_INT_MULTIPLIER - 2,
_position.x / FIXED_INT_MULTIPLIER + 5, _position.y / FIXED_INT_MULTIPLIER + 2);
Exit *exit = scene.checkForExit(charRect);
if (exit) {
scene._goToScene = exit->_scene;
if (exit->_newPosition.x != 0) {
people._hSavedPos = exit->_newPosition;
people._hSavedFacing = exit->_newFacing;
if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
people._hSavedPos.x = 100;
}
}
}
}
void ScalpelPerson::gotoStand() {
ScalpelMap &map = *(ScalpelMap *)_vm->_map;
People &people = *_vm->_people;
_walkTo.clear();
_walkCount = 0;
switch (_sequenceNumber) {
case Scalpel::WALK_UP:
_sequenceNumber = STOP_UP;
break;
case WALK_DOWN:
_sequenceNumber = STOP_DOWN;
break;
case TALK_LEFT:
case WALK_LEFT:
_sequenceNumber = STOP_LEFT;
break;
case TALK_RIGHT:
case WALK_RIGHT:
_sequenceNumber = STOP_RIGHT;
break;
case WALK_UPRIGHT:
_sequenceNumber = STOP_UPRIGHT;
break;
case WALK_UPLEFT:
_sequenceNumber = STOP_UPLEFT;
break;
case WALK_DOWNRIGHT:
_sequenceNumber = STOP_DOWNRIGHT;
break;
case WALK_DOWNLEFT:
_sequenceNumber = STOP_DOWNLEFT;
break;
default:
break;
}
// Only restart frame at 0 if the sequence number has changed
if (_oldWalkSequence != -1 || _sequenceNumber == Scalpel::STOP_UP)
_frameNumber = 0;
if (map._active) {
_sequenceNumber = 0;
people[HOLMES]._position.x = (map[map._charPoint].x - 6) * FIXED_INT_MULTIPLIER;
people[HOLMES]._position.y = (map[map._charPoint].y + 10) * FIXED_INT_MULTIPLIER;
}
_oldWalkSequence = -1;
people._allowWalkAbort = true;
}
void ScalpelPerson::setWalking() {
Map &map = *_vm->_map;
Scene &scene = *_vm->_scene;
int oldDirection, oldFrame;
Common::Point speed, delta;
// Flag that player has now walked in the scene
scene._walkedInScene = true;
// Stop any previous walking, since a new dest is being set
_walkCount = 0;
oldDirection = _sequenceNumber;
oldFrame = _frameNumber;
// Set speed to use horizontal and vertical movement
if (map._active) {
speed = Common::Point(MWALK_SPEED, MWALK_SPEED);
} else {
speed = Common::Point(XWALK_SPEED, YWALK_SPEED);
}
// If the player is already close to the given destination that no
// walking is needed, move to the next straight line segment in the
// overall walking route, if there is one
for (;;) {
// Since we want the player to be centered on the destination they
// clicked, but characters draw positions start at their left, move
// the destination half the character width to draw him centered
int temp;
if (_walkDest.x >= (temp = _imageFrame->_frame.w / 2))
_walkDest.x -= temp;
delta = Common::Point(
ABS(_position.x / FIXED_INT_MULTIPLIER - _walkDest.x),
ABS(_position.y / FIXED_INT_MULTIPLIER - _walkDest.y)
);
// If we're ready to move a sufficient distance, that's it. Otherwise,
// move onto the next portion of the walk path, if there is one
if ((delta.x > 3 || delta.y > 0) || _walkTo.empty())
break;
// Pop next walk segment off the walk route stack
_walkDest = _walkTo.pop();
}
// If a sufficient move is being done, then start the move
if (delta.x > 3 || delta.y) {
// See whether the major movement is horizontal or vertical
if (delta.x >= delta.y) {
// Set the initial frame sequence for the left and right, as well
// as setting the delta x depending on direction
if (_walkDest.x < (_position.x / FIXED_INT_MULTIPLIER)) {
_sequenceNumber = (map._active ? (int)MAP_LEFT : (int)WALK_LEFT);
_delta.x = speed.x * -FIXED_INT_MULTIPLIER;
} else {
_sequenceNumber = (map._active ? (int)MAP_RIGHT : (int)WALK_RIGHT);
_delta.x = speed.x * FIXED_INT_MULTIPLIER;
}
// See if the x delta is too small to be divided by the speed, since
// this would cause a divide by zero error
if (delta.x >= speed.x) {
// Det the delta y
_delta.y = (delta.y * FIXED_INT_MULTIPLIER) / (delta.x / speed.x);
if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER))
_delta.y = -_delta.y;
// Set how many times we should add the delta to the player's position
_walkCount = delta.x / speed.x;
} else {
// The delta x was less than the speed (ie. we're really close to
// the destination). So set delta to 0 so the player won't move
_delta = Point32(0, 0);
_position = Point32(_walkDest.x * FIXED_INT_MULTIPLIER, _walkDest.y * FIXED_INT_MULTIPLIER);
_walkCount = 1;
}
// See if the sequence needs to be changed for diagonal walking
if (_delta.y > 150) {
if (!map._active) {
switch (_sequenceNumber) {
case WALK_LEFT:
_sequenceNumber = WALK_DOWNLEFT;
break;
case WALK_RIGHT:
_sequenceNumber = WALK_DOWNRIGHT;
break;
}
}
} else if (_delta.y < -150) {
if (!map._active) {
switch (_sequenceNumber) {
case WALK_LEFT:
_sequenceNumber = WALK_UPLEFT;
break;
case WALK_RIGHT:
_sequenceNumber = WALK_UPRIGHT;
break;
}
}
}
} else {
// Major movement is vertical, so set the sequence for up and down,
// and set the delta Y depending on the direction
if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER)) {
_sequenceNumber = WALK_UP;
_delta.y = speed.y * -FIXED_INT_MULTIPLIER;
} else {
_sequenceNumber = WALK_DOWN;
_delta.y = speed.y * FIXED_INT_MULTIPLIER;
}
// If we're on the overhead map, set the sequence so we keep moving
// in the same direction
if (map._active)
_sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection;
// Set the delta x
_delta.x = (delta.x * FIXED_INT_MULTIPLIER) / (delta.y / speed.y);
if (_walkDest.x < (_position.x / FIXED_INT_MULTIPLIER))
_delta.x = -_delta.x;
_walkCount = delta.y / speed.y;
}
}
// See if the new walk sequence is the same as the old. If it's a new one,
// we need to reset the frame number to zero so it's animation starts at
// it's beginning. Otherwise, if it's the same sequence, we can leave it
// as is, so it keeps the animation going at wherever it was up to
if (_sequenceNumber != _oldWalkSequence)
_frameNumber = 0;
_oldWalkSequence = _sequenceNumber;
if (!_walkCount)
gotoStand();
// If the sequence is the same as when we started, then Holmes was
// standing still and we're trying to re-stand him, so reset Holmes'
// rame to the old frame number from before it was reset to 0
if (_sequenceNumber == oldDirection)
_frameNumber = oldFrame;
}
void ScalpelPerson::walkToCoords(const Point32 &destPos, int destDir) {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
CursorId oldCursor = events.getCursor();
events.setCursor(WAIT);
_walkDest = Common::Point(destPos.x / FIXED_INT_MULTIPLIER + 10, destPos.y / FIXED_INT_MULTIPLIER);
people._allowWalkAbort = true;
goAllTheWay();
// Keep calling doBgAnim until the walk is done
do {
events.pollEventsAndWait();
scene.doBgAnim();
} while (!_vm->shouldQuit() && _walkCount);
if (!talk._talkToAbort) {
// Put character exactly on destination position, and set direction
_position = destPos;
_sequenceNumber = destDir;
gotoStand();
// Draw Holmes facing the new direction
scene.doBgAnim();
if (!talk._talkToAbort)
events.setCursor(oldCursor);
}
}
Common::Point ScalpelPerson::getSourcePoint() const {
return Common::Point(_position.x / FIXED_INT_MULTIPLIER + frameWidth() / 2,
_position.y / FIXED_INT_MULTIPLIER);
}
/*----------------------------------------------------------------*/
ScalpelPeople::ScalpelPeople(SherlockEngine *vm) : People(vm) {
_data.push_back(new ScalpelPerson());
}
void ScalpelPeople::setTalking(int speaker) {
Resources &res = *_vm->_res;
// If no speaker is specified, then we can exit immediately
if (speaker == -1)
return;
if (_portraitsOn) {
delete _talkPics;
Common::String filename = Common::String::format("%s.vgs", _characters[speaker]._portrait);
_talkPics = new ImageFile(filename);
// Load portrait sequences
Common::SeekableReadStream *stream = res.load("sequence.txt");
stream->seek(speaker * MAX_FRAME);
int idx = 0;
do {
_portrait._sequences[idx] = stream->readByte();
++idx;
} while (idx < 2 || _portrait._sequences[idx - 2] || _portrait._sequences[idx - 1]);
delete stream;
_portrait._maxFrames = idx;
_portrait._frameNumber = 0;
_portrait._sequenceNumber = 0;
_portrait._images = _talkPics;
_portrait._imageFrame = &(*_talkPics)[0];
_portrait._position = Common::Point(_portraitSide, 10);
_portrait._delta = Common::Point(0, 0);
_portrait._oldPosition = Common::Point(0, 0);
_portrait._goto = Common::Point(0, 0);
_portrait._flags = 5;
_portrait._status = 0;
_portrait._misc = 0;
_portrait._allow = 0;
_portrait._type = ACTIVE_BG_SHAPE;
_portrait._name = " ";
_portrait._description = " ";
_portrait._examine = " ";
_portrait._walkCount = 0;
if (_holmesFlip || _speakerFlip) {
_portrait._flags |= 2;
_holmesFlip = false;
_speakerFlip = false;
}
if (_portraitSide == 20)
_portraitSide = 220;
else
_portraitSide = 20;
_portraitLoaded = true;
}
}
void ScalpelPeople::synchronize(Serializer &s) {
s.syncAsByte(_holmesOn);
s.syncAsSint32LE(_data[HOLMES]->_position.x);
s.syncAsSint32LE(_data[HOLMES]->_position.y);
s.syncAsSint16LE(_data[HOLMES]->_sequenceNumber);
s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) {
_hSavedPos = _data[HOLMES]->_position;
_hSavedFacing = _data[HOLMES]->_sequenceNumber;
}
}
void ScalpelPeople::setTalkSequence(int speaker, int sequenceNum) {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
// If no speaker is specified, then nothing needs to be done
if (speaker == -1)
return;
if (speaker) {
int objNum = people.findSpeaker(speaker);
if (objNum != -1) {
Object &obj = scene._bgShapes[objNum];
if (obj._seqSize < MAX_TALK_SEQUENCES) {
warning("Tried to copy too many talk frames");
}
else {
for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
obj._sequences[idx] = people._characters[speaker]._talkSequences[idx];
if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1])
return;
obj._frameNumber = 0;
obj._sequenceNumber = 0;
}
}
}
}
}
bool ScalpelPeople::loadWalk() {
bool result = false;
if (_data[HOLMES]->_walkLoaded) {
return false;
} else {
if (!IS_3DO) {
_data[HOLMES]->_images = new ImageFile("walk.vgs");
} else {
// Load walk.anim on 3DO, which is a cel animation file
_data[HOLMES]->_images = new ImageFile3DO("walk.anim", kImageFile3DOType_CelAnimation);
}
_data[HOLMES]->setImageFrame();
_data[HOLMES]->_walkLoaded = true;
result = true;
}
_forceWalkReload = false;
return result;
}
} // End of namespace Scalpel
} // End of namespace Sherlock
|